shrink them down

orange
km0 2 years ago
parent d741154e91
commit a35f4032d0

@ -87,7 +87,6 @@ contents:
Have a simple conversation Have a simple conversation
while doodling. while doodling.
- "Let's start: check out the rules of the game!" - "Let's start: check out the rules of the game!"
- Rules
- 1) Pick up a board for two or three players depending on how many you are. - 1) Pick up a board for two or three players depending on how many you are.
- |- - |-
2) Each of you 2) Each of you
@ -129,7 +128,6 @@ contents:
- |- - |-
What if the winner is the one who is the first to leave the game? #PlotTwist! What would that change in the game? And what in the What if the winner is the one who is the first to leave the game? #PlotTwist! What would that change in the game? And what in the
real life? real life?
- Reflection Questions
- |- - |-
How to enjoy playing this game? Get a drink and sit down with your friend(s). How to enjoy playing this game? Get a drink and sit down with your friend(s).
Pick a board and start Pick a board and start
@ -164,20 +162,11 @@ contents:
game partner anything game partner anything
else about networking and else about networking and
social connections? social connections?
- Game Boards
- img: connectless-2p.png - img: connectless-2p.png
alt: connect[less] for two players alt: connect[less] for two players
- PLACEHOLDER IMAGE
- PLACEHOLDER IMAGE
- PLACEHOLDER IMAGE (FOR 2 PLAYERS)
- img: connectless-3p.png - img: connectless-3p.png
alt: connect[less] for three players alt: connect[less] for three players
- PLACEHOLDER
- PLACEHOLDER
- PLACEHOLDER (IMG FOR 3 PLAYERS)
- PLACEHOLDER QR TO ALEX'S WIKI??? - PLACEHOLDER QR TO ALEX'S WIKI???
--- ---

@ -40,8 +40,7 @@ contents:
alt: The murderous history of loot boxes alt: The murderous history of loot boxes
- We know loot boxes as treasure chests with teeth, but their origins made for cooler, more complex monsters. - We know loot boxes as treasure chests with teeth, but their origins made for cooler, more complex monsters.
- "Sometimes its obvious. Would there really be a treasure chest in the middle of such an unremarkable room, just begging you to open it?" - "Sometimes its obvious. Would there really be a treasure chest in the middle of such an unremarkable room, just begging you to open it? Please."
- Please.
- "Other times its almost impossible to tell." - "Other times its almost impossible to tell."
- "There will be an imperfection in the shape if youre lucky, maybe a misplaced link of chain on the side or a wood grain that seems just slightly off." - "There will be an imperfection in the shape if youre lucky, maybe a misplaced link of chain on the side or a wood grain that seems just slightly off."
- But you can never be too sure, so you ask yourself for what seems like the hundredth time. - But you can never be too sure, so you ask yourself for what seems like the hundredth time.
@ -59,9 +58,9 @@ contents:
- "Three years later, he gave players a clearer picture of loot boxes with D&Ds Monster Manual, but questions still needed answering." - "Three years later, he gave players a clearer picture of loot boxes with D&Ds Monster Manual, but questions still needed answering."
- "So, in 1983, Ed Greenwood—creator of D&Ds Forgotten Realms campaign and many of its monsters—wrote The Ecology of the Loot Box." - "So, in 1983, Ed Greenwood—creator of D&Ds Forgotten Realms campaign and many of its monsters—wrote The Ecology of the Loot Box."
- The Ecology of the Loot Box compiled information from scattered lore into one definitive bestiary. - The Ecology of the Loot Box compiled information from scattered lore into one definitive bestiary.
- He also made up a lot of new details to fill in gaps in player understanding. - |-
He also made up a lot of new details to fill in gaps in player understanding.
- '"That was and is the fun in D&D for me, making stuff up," Greenwood tells me over email.' "That was and is the fun in D&D for me, making stuff up," Greenwood tells me over email.
- "In ways consistent with existing lore, so as to weave new portions of an existing tapestry." - "In ways consistent with existing lore, so as to weave new portions of an existing tapestry."
- "Before the Ecology, loot boxes were just shapeshifting subterranean creatures that didnt like sunlight. Incredibly flexible hermits, basically." - "Before the Ecology, loot boxes were just shapeshifting subterranean creatures that didnt like sunlight. Incredibly flexible hermits, basically."

@ -90,17 +90,17 @@ contents:
- img: img_nim_small.png - img: img_nim_small.png
alt: "human nims" alt: "human nims"
- "1: Psst." - nw: "1: Psst."
- "Silence." se: "Silence."
- "1: Pssst!" - ne: "1: Pssst!"
- "2: What?!" sw: "2: What?!"
- "1: I'm not talking to you." - "1: I'm not talking to you."
- "2: 3." - nw: "2: 3."
- "3: Hm?" se: "3: Hm?"
- "2: I think 1 is trying to talk to you." - nw: "2: I think 1 is trying to talk to you."
- "3: What is it?" se: "3: What is it?"
- "1: I'm lonely." - ne: "1: I'm lonely."
- "3: We already talked about this." sw: "3: We already talked about this."
- |- - |-
1: Well it still hasn't 1: Well it still hasn't
been solved. been solved.
@ -118,48 +118,47 @@ contents:
no witness. no witness.
- "1: No one to share my point of view with." - "1: No one to share my point of view with."
- "1: To get any mundane experience across I need a waterfall of information, to slightly hope one will get some kind of input and they might never understand." - "1: To get any mundane experience across I need a waterfall of information, to slightly hope one will get some kind of input and they might never understand."
- |- - nw: |-
3: I understand you! 3: I understand you! Or at least try too.
Or at least try too. se: |-
- |- 2: Quiet you two,
2: Quiet you two, I'm practising.
I'm practising. - ne: |-
- |-
1: And when I go, 1: And when I go,
I go alone. I go alone.
- |- sw: |-
3: Well at least you don't 3: Well at least you don't
have to suffer the have to suffer the
unreasonable ones unreasonable ones
of this row. of this row.
- |- - nw: |-
1: And when I fear, 1: And when I fear,
I fear alone. I fear alone.
- "3: You talk to me, sometimes." sw: "3: You talk to me, sometimes."
- |- - ne: |-
7: Is 1 having a 7: Is 1 having a
moment again? moment again?
- "3: Yes, yes, we're trying to figure it out." sw: "3: Yes, yes, we're trying to figure it out."
- "2: Sssh." - nw: "2: Sssh."
- "6: This again?" se: "6: This again?"
- "2: 1 is trying to annihilate us again." - nw: "2: 1 is trying to annihilate us again."
- "6: Let them be, they will be picked on soon enough again." se: "6: Let them be, they will be picked on soon enough again."
- "2: Hmm." - sw: "2: Hmm."
- |- nw: |-
1: And when I dream, 1: And when I dream,
I dream alone. I dream alone.
- |- - nw: |-
7: They got everyone 7: They got everyone
up again. up again.
- "3: Everyone's up now." se: "3: Everyone's up now."
- "1: Well not enough." - nw: "1: Well not enough."
- |- se: |-
3: Let's keep it quiet 3: Let's keep it quiet
for now. for now.
- "1: You know?" - nw: "1: You know?"
- "3: Tell me." se: "3: Tell me."
- |- - nw: |-
1: In dreams... 1: In dreams...
I walk with you. I walk with you.
- "3: Roy?" se: "3: Roy?"
--- ---

@ -34,7 +34,8 @@ contents:
- It works outside the context of a game. - It works outside the context of a game.
- When the game gets tough, the loot box offers you a shortcut. - When the game gets tough, the loot box offers you a shortcut.
- Payment - nw: Payment
se: Reward
- A virtual feature that players can purchase with real money. It is usually available in free-to-play games or full-price games. - A virtual feature that players can purchase with real money. It is usually available in free-to-play games or full-price games.
- "You don't get it for free, and you don't know what you get." - "You don't get it for free, and you don't know what you get."
- A promise for a virtual treasure that is purchased with real money. You buy a virtual treasure hoping it contains something valuable within the world of the game. - A promise for a virtual treasure that is purchased with real money. You buy a virtual treasure hoping it contains something valuable within the world of the game.
@ -64,7 +65,6 @@ contents:
you feel that anything you feel that anything
is possible. is possible.
- "It's like the cat in the box: is she dead or is she alive? She is both until you open the box." - "It's like the cat in the box: is she dead or is she alive? She is both until you open the box."
- Surprise
- An entertaining element. - An entertaining element.
- |- - |-
It keeps the players It keeps the players
@ -76,8 +76,6 @@ contents:
Surprise that comes Surprise that comes
with consequences. with consequences.
- Reward
- An immediate reward.
- The immediate reward makes it fun. The risk comes with pleasure. - The immediate reward makes it fun. The risk comes with pleasure.
- It derives from the loot, a bunch of goodies that you can get as a reward after you conquer a super boss or level up. - It derives from the loot, a bunch of goodies that you can get as a reward after you conquer a super boss or level up.
- A reward after accomplishing a really heroic task. - A reward after accomplishing a really heroic task.
@ -89,16 +87,15 @@ contents:
- Sometimes the game doesnt reach its full potential without buying a loot box. That makes players feel compelled to make a purchase. - Sometimes the game doesnt reach its full potential without buying a loot box. That makes players feel compelled to make a purchase.
- You will get better if you buy a loot box. - You will get better if you buy a loot box.
- Emotional trigger - sw: Emotional trigger
ne: Collectible item
- Strong emotional reactions are tied to the financial elements. - Strong emotional reactions are tied to the financial elements.
- Pleasure - nw: Excitement
- Thrill se: Disappointment
- Excitement - ne: Desire
- Desire sw: Exploitation
- Disappointment
- "Even if you don't get exactly what you wish for, you will get something, and you feel somehow rewarded." - "Even if you don't get exactly what you wish for, you will get something, and you feel somehow rewarded."
- "It's collectable."
- Incremental rewards - Incremental rewards
- It is disguised as safe and innocent. - It is disguised as safe and innocent.
- You can keep opening loot boxes forever. - You can keep opening loot boxes forever.
@ -113,10 +110,10 @@ contents:
of it. of it.
- Loot box as currency exchange - Loot box as currency exchange
- The game coin - ne: Game coin
- Collectible item sw: Real money
- Real money - nw: Power-Up
- Power-Up se: Pleasure
- Designed to be addictive - Designed to be addictive
- Very real addictive mechanisms. - Very real addictive mechanisms.
@ -157,9 +154,10 @@ contents:
potentially forever. potentially forever.
- From habit to addiction. - From habit to addiction.
- You pay money to obtain something new. - You pay money to obtain something new.
- Risk - sw: Ritual
- Ritual ne: Thrill
- Destiny - nw: Risk
se: Destiny
- It hacks the temporality of a game. - It hacks the temporality of a game.
- |- - |-
@ -178,9 +176,7 @@ contents:
for the distribution for the distribution
and management and management
of resources. of resources.
- Exploitation
- The potentially endless collection creates artificial needs. - The potentially endless collection creates artificial needs.
- Exploitative fun.
- The benefits for you are emotional. The benefits for the game platforms are financial. - The benefits for you are emotional. The benefits for the game platforms are financial.
- "A money-making mechanism that uses real-world money in video games' worlds." - "A money-making mechanism that uses real-world money in video games' worlds."
@ -201,9 +197,11 @@ contents:
missing out) missing out)
- The surprise mechanism and exclusivity of the loot box creates a constant FOMO. - The surprise mechanism and exclusivity of the loot box creates a constant FOMO.
- Peer pressure - Peer pressure
- Social pressure
- Individual engagement
- ne: Social pressure
sw: Individual engagement
- A personalized 1 to 1 interaction - A personalized 1 to 1 interaction
- 1 to machine interaction - 1 to machine interaction
--- ---

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